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The Titan issue – a recap and a possible solution

Author
Lexmana
#101 - 2012-02-15 14:23:53 UTC
Reilly Duvolle wrote:
Well there is blob and there is blob. Strategically speaking the CFC has the numerical superiority in players, while team tech has fewer players but are better skilled, trainend and equipped (with among other things titans). Tactically, dropping 40 titans in a battle is certainly a titan blob, but when i refer to blob vs titans or quantity vs quality i speak about the strategic level.


I agree that a smaller group of experienced players should be able to beat a much larger crowd in battle by superior planning, tactics, co-ordination and individual skill. That is just good game design.

But from what I can see from your reasoning you think that should not apply as soon as you (and your alliance) are able to fly and afford titans. At that level of game play only quantity should matter - i.e. more titans. And that is the strategy you name: "Elite PvP".

What is so "Elite" with having SP and ISK? It can be bought straight off the market and character bazar with your daddy's credit card before you have even finished the tutorials.

Now, EVE is an ultra capitalistic game so it might fit perfectly within the game (and meta game) that a certain amount of SP and ISK, even if it is bought with $$ from the market, should enable you to steamroll those who have less. But I personally think it just reflects lack of creativity from game designers and points towards a very dull and boring "end-game" of titan blob online.
Reilly Duvolle
Hydra Squadron
#102 - 2012-02-15 14:35:27 UTC
Shadowsword wrote:
[Don't try to paint the world in only black and white. The two coaltions we discuss have BOTH quality and quantity. The only difference is that one of them has an edge in number (collective willpower), while the other is heavily relying on a flaw of the game design (supercaps when in large numbers).


Vaffel Junior wrote:
Those alliances that failed joining supercap arms race can just pack their bags and move to npc space Cool
Dont blame CCP ...
Blame your leaders


Lexmana wrote:
What is so "Elite" with having SP and ISK? It can be bought straight off the market and character bazar with your daddy's credit card before you have even finished the tutorials.


You know, I really dont care. This thread is about probably the biggest game design issue that faces CCP currrently, namely how to create a counter to the titan blob, withouth killing the titan as a combat ship

It is NOT a thread about discussing the relative merits of either side of the conflict. To be honest I couldnt ******* care less. You can continue to finger f***k me with the finer points of the relative strenght and weaknesses of the warring parties or definitions provided as part of the bacground, or you can stop beeing f**king useless spergelords and stick to the god damned topic.
Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#103 - 2012-02-15 14:49:58 UTC
Riley Moore wrote:
Any additional* titan on the same grid reduces all capital class ships electronics by 33%. Stacking without penalty.

3* titans on grid = no locking capabilities from ALL capital ships (including supercaps) on the same grid. This simulates the vast electronic interference a titan produces. Bases on standing or somesuch. Or just make a hardcap of 4 titans per grid, any more = useless capital fleet.

Now you can use your 30 titans to attack 15-30* odd targets at the same time on different grids/systems.


* Numbers are open for balance discussion


You know... I can live with that.

+ 1

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Riley Moore
Sentinum Research
#104 - 2012-02-15 14:51:27 UTC  |  Edited by: Riley Moore
Asuka Solo wrote:
Riley Moore wrote:
Any additional* titan on the same grid reduces all capital class ships electronics by 33%. Stacking without penalty.

3* titans on grid = no locking capabilities from ALL capital ships (including supercaps) on the same grid. This simulates the vast electronic interference a titan produces. Bases on standing or somesuch. Or just make a hardcap of 4 titans per grid, any more = useless capital fleet.

Now you can use your 30 titans to attack 15-30* odd targets at the same time on different grids/systems.


* Numbers are open for balance discussion


You know... I can live with that.

+ 1



I worked it out a bit in the scc-lounge


Riley Moore > 4+ titans on same grid = so much electronic interference from the vast systems on the titans rendering all capital and super capitals on the same grid unable to lock anything

Riley Moore > lets add in more negative effects: 200% increase in time to warp, cap recharge -50%, resistances -50%

Riley Moore > the super carriers could be like 20 on grid, any more = penalties across grid on all supercaps

Riley Moore > 200 carriers max, same penalties
Riley Moore > then you're forced to split to different grids

Riley Moore > it does fit into the scifi stuff though, large ships do create so much electronic "noise"
Riley Moore > you can explain it that way (lore wise)
Riley Moore > too much electronic noise from other ships causing electronic's failures across vast systems on titans, capitals and supers carriers
Riley Moore > subcaps are small enough to not be effected by it

Large volumes of highly researched Ammo, drones, charges and ship bpo's. Biggest BPO store in EVE! https://forums.eveonline.com/default.aspx?g=posts&m=445524#post445524

Asuka Solo
I N E X T R E M I S
Tactical Narcotics Team
#105 - 2012-02-15 14:58:44 UTC
Riley Moore wrote:
Asuka Solo wrote:
Riley Moore wrote:
Any additional* titan on the same grid reduces all capital class ships electronics by 33%. Stacking without penalty.

3* titans on grid = no locking capabilities from ALL capital ships (including supercaps) on the same grid. This simulates the vast electronic interference a titan produces. Bases on standing or somesuch. Or just make a hardcap of 4 titans per grid, any more = useless capital fleet.

Now you can use your 30 titans to attack 15-30* odd targets at the same time on different grids/systems.


* Numbers are open for balance discussion


You know... I can live with that.

+ 1



I worked it out a bit in the scc-lounge


Riley Moore > 4+ titans on same grid = so much electronic interference from the vast systems on the titans rendering all capital and super capitals on the same grid unable to lock anything

Riley Moore > lets add in more negative effects: 200% increase in time to warp, cap recharge -50%, resistances -50%

Riley Moore > the super carriers could be like 20 on grid, any more = penalties across grid on all supercaps

Riley Moore > 200 carriers max, same penalties
Riley Moore > then you're forced to split to different grids

Riley Moore > it does fit into the scifi stuff though, large ships do create so much electronic "noise"
Riley Moore > you can explain it that way (lore wise)
Riley Moore > too much electronic noise from other ships causing electronic's failures across vast systems on titans, capitals and supers carriers
Riley Moore > subcaps are small enough to not be effected by it


I think you should perhaps look at basing that per x-amount of supers per fleet as opposed to per grid.

Also, sub caps should be effected as well.

I'm not 100% behind your figures, but I approve of the idea behind it. It will not be something that prevents you from spamming a titan/sc/cap/sub cap blob on the grid, but it will have its side effects that will definitely not make you or your brosefs happy pandas.

Eve is about Capital ships, WiS, Boobs, PI and Isk!

Riley Moore
Sentinum Research
#106 - 2012-02-15 15:02:39 UTC
Asuka Solo wrote:


I think you should perhaps look at basing that per x-amount of supers per fleet as opposed to per grid.

Also, sub caps should be effected as well.

I'm not 100% behind your figures, but I approve of the idea behind it. It will not be something that prevents you from spamming a titan/sc/cap/sub cap blob on the grid, but it will have its side effects that will definitely not make you or your brosefs happy pandas.



Can't put them per corp, or per fleet or per alliance, you need to have the penalties per grid. Otherwise you'll end up with 30+ fleets all blue to each other each contraining X titans/supers. Same with corp or alliances.

Sub caps need to not be effected so they can actually take out the bigger ships if they blob.

I know it's not an elegant solution, but it's the best I can come up with to counter the more=better problem.

Large volumes of highly researched Ammo, drones, charges and ship bpo's. Biggest BPO store in EVE! https://forums.eveonline.com/default.aspx?g=posts&m=445524#post445524

Andski
Science and Trade Institute
Caldari State
#107 - 2012-02-15 15:05:30 UTC
so you basically have a race, whoever is the first to bring 30 titans on grid (i.e. log them in and jump) is victorious

no thanks!

Twitter: @EVEAndski

"It's easy to speak for the silent majority. They rarely object to what you put into their mouths."    - Abrazzar

Reilly Duvolle
Hydra Squadron
#108 - 2012-02-15 15:11:11 UTC
Andski wrote:
so you basically have a race, whoever is the first to bring 30 titans on grid (i.e. log them in and jump) is victorious

no thanks!


Yeah... Andski is right here. I have yet to read a hard-capping proposal that doesnt run into this problem tbh.
Alavaria Fera
GoonWaffe
#109 - 2012-02-15 15:14:07 UTC
Lexmana wrote:
At that level of game play only quantity should matter - i.e. more titans. And that is the strategy you name: "Elite PvP".

What is so "Elite" with having SP and ISK? It can be bought straight off the market and character bazar with your daddy's credit card before you have even finished the tutorials.

Oh my, people are figuring out why we call people ~elite pvp~.

The secret is out.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Mocam
Aliastra
Gallente Federation
#110 - 2012-02-15 15:16:10 UTC
Jooce McNasty wrote:
Reilly Duvolle wrote:
Jooce McNasty wrote:
Personally with these 2 changes Titans and Supers remain a massive defensive force but when on offense they lose the ability to hotdrop on fleets.
Jooce


Yes.

The problem with this however, is that it will give the defender a massive advantage over the attacker, probably to a level were it would be futile to try an attack in the first place. So, the Titan blob shifts from a offensive weapon to a defensive weapon, making it impossible to eject alliances from space they allready hold.

This would be bad. After all, we want to promote conflict, not restrain it.


It could but then if they have all their titans in one place, attack somewhere else. Also Titans and Supers can be **** caged in poses.

Putting all your eggs in one basket is a problem in itself.

It also might be a good idea to give a reason to attack two systems at once or three systems instead of focusing on one.

it's not a perfect solution but I view it as one of the major problems of super caps.


Enough of the nerfs.

Just lock them out of the rest of space. Set them to SOV claimable space only and restore their use of bridges, etc.

That would leave battleships as the biggest combat ships in highsec, capitals for WH, low and NPC null, with SOV having the super capitals - which leaves them for use, where they can be built. Just remove the current "I win" factor from when they pick fights outside of SOV lands.

This way the rest of the game can go on with it's battles and if they wish to participate outside of SOV wars, they can bring something that is the right size for the fight and "allowed" in that space.

There are a lot of problems in the game that could use fixing and I don't think investing huge amounts of time trying to nerf supers into something, those who cannot build them can fight, is really worth the time and effort - better to just limit where they can go/what they can do and leave them alone.

IMO - This beats the hell out of trying to nerf those beasts into something that can be faced by those who cannot build them and bring them to the fights.

SOV lands are already "owned space" with easy intel and the "I win" ships. As such, you can't challenge there from outside so why the hell try to nerf those ships? Join up with the SOV holders if you want and be part of the super caps movement or find other parts of the game to play in where you have a shot at fighting and winning -- right now this isn't possible so just fix that part and go on to the next issue.
5p4c3 M4n
Doomheim
#111 - 2012-02-15 15:20:32 UTC
Akirei Scytale wrote:


You literally made my roommate laugh :P

His words:

"Adding **** to a game is the exact opposite of improving balance."


This is exactly why devs get so many complaints about their game. Sometimes or actually a lot of the time, adding stuff to game is a perfect way to balance and also makes the game tremendously more interesting for the people paying them to live. Most devs have that stupid God complex that makes them think they know everything just because "it's their game". Maybe if devs would pull their heads out and listen to the people that spend hours and days in game living with stupid dev mistakes then things would be MUCH MORE BALANCED!!!

Tell your roommate to try listening and give up the arrogance, then he/she might be amazed at what they can accomplish and how many more subscribers "suddenly" find their game more fun than anything else.
Tore Vest
#112 - 2012-02-15 15:21:02 UTC
Supers and titans are just fine... enough nerfed....
Now...
Its up to ppl... alliances... CEO's... to adapt.....
Leave CCP and the nerf hammer out of this...
This is just stupid

No troll.

Riley Moore
Sentinum Research
#113 - 2012-02-15 15:26:28 UTC
Andski wrote:
so you basically have a race, whoever is the first to bring 30 titans on grid (i.e. log them in and jump) is victorious

no thanks!



Until you use your grey mass and realise if the enemy has 30 titans on the grid, they'll be useless. Thats an expensive wall you're bringing.

Large volumes of highly researched Ammo, drones, charges and ship bpo's. Biggest BPO store in EVE! https://forums.eveonline.com/default.aspx?g=posts&m=445524#post445524

baltec1
Bat Country
Pandemic Horde
#114 - 2012-02-15 15:27:37 UTC
Tore Vest wrote:
Supers and titans are just fine... enough nerfed....
Now...
Its up to ppl... alliances... CEO's... to adapt.....
Leave CCP and the nerf hammer out of this...
This is just stupid


Name a counter to a titan blob other than more titans.
Tore Vest
#115 - 2012-02-15 15:30:51 UTC
baltec1 wrote:


Name a counter to a titan blob other than more titans.


Build more titans then.... and pick your figths....
Dont sit here and cry Bear

No troll.

Lexmana
#116 - 2012-02-15 15:40:12 UTC  |  Edited by: Lexmana
Reilly Duvolle wrote:
You know, I really dont care. This thread is about probably the biggest game design issue that faces CCP currrently, namely how to create a counter to the titan blob, withouth killing the titan as a combat ship


There would not need to be a counter to the titan blob if it would make no sense blobing with titans.

For example, if titans received bonuses from the proximity of other ships in the fleet there would be no titan blobs and the ship would still be very viable for combat. It would also benefit those who bring mixed fleets and protect their own:

frigates = + tracking
cruisers= + range
battleships = +damage
capitals = +hp
titans = - all of the above
Leana Akachi
State War Academy
Caldari State
#117 - 2012-02-15 16:04:05 UTC
So the point is that titans need to be nerfed (again) since if the other side doesn't have same or superior number of titans to drop in the fight, they cant win?

Lets say CCP nerfs titans...(again), so they have 50% less hp, and 50% less tracking. What would happen? Nothing, the titan blob would continue to rise. If 30 titans is not enough, drop 60....in reality it just doubled the number of guns and the chance of them hitting something. If you nerf them below the SC level, somebody will just drop 500 Nyx in a system.

As the end game ship, its supposed to be a monster in its own class.
Funny thing is, less titans would be hot dropped to fight if they still had AoE DD, some older players can remember how much titans were in fights with AoEs.

Right now this thread looks like a whine with pros and cons about titans.
Can alliances in 0.0 build titans - yes.
Can you buy a titan in-game - yes.
Can they afford titans - yes.
Can they train/buy chars capable of flying titans - yes.
What is stopping a null sec superpower alliance to own 50+ titans - nothing.

Titans are owning right now, true. A blob of welpcanes (dont remember the number, sorry) also owned a sub-cap fleet and raped 2 SC (hel and wyvren IIRC), and nobody called for cane nerf.
I get a feeling somebody would cry for a nerf if 500 rifters couldn't kill a titan.
Reilly Duvolle
Hydra Squadron
#118 - 2012-02-15 16:16:04 UTC  |  Edited by: Reilly Duvolle
Leana Akachi wrote:
So the point is that titans need to be nerfed (again) since if the other side doesn't have same or superior number of titans to drop in the fight, they cant win?


No.

the point is to find good counters to the titan blob without nerfing the titan itself. As I have said in the OP, ship for ship the titans are where they ought to be. the problem is that they scale badly with numbers, becoming unstoppable rapetrains when used en-masse. Right now, the only counter to a titan blob is a bigger titan blob. This thread is about what other posibilities there is (or should be).
Alavaria Fera
GoonWaffe
#119 - 2012-02-15 16:24:50 UTC  |  Edited by: Alavaria Fera
Depending on the relative costs of Dreadnaughts vs Titans (how many times is it?) you could bring a "cluster flock" of dreads. But if you were to say outnumber them 10x, 30 titans would mean you take in 300 dreads, which is pretty damn lot.

And I think the time ratio it takes to make a dread: titan is not as favorable as the cost. Anyone know the cost and time to make a dread/titan?

There's also interesting mechanics with subcap fleets and cynojammers. But titans should be nerfed (I mean this seriously). Having a thousand over people tiptoing around because of 30 ~elite pvp~ fellows in massive capital ego booster. Oh well.

Triggered by: Wars of Sovless Agression, Bending the Knee, Twisting the Knife, Eating Sov Wheaties, Bombless Bombers, Fizzlesov, Interceptor Fleets, Running Away, GhostTime Vuln, Renters, Bombs, Bubbles ?

Captain Torgo
Garoun Investment Bank
Gallente Federation
#120 - 2012-02-15 16:36:07 UTC
ElQuirko wrote:
As you've said, titans themselves are fine as they are.

Why not, instead of nerfing damage or tank, nerf availability? A titan is a very desirable ship, as shown by the massive numbers of them brought to the battlefield. Currently, big alliances can press the "I win" button and drop fourty titans onto a battlefield, winning instantly.

Why not make it so the cost of those fourty titans can only build one titan? Delete 99 in every 100 titans, compensate the current owners with the material cost of the titans at that time and stash the fittings in Jita 4-4. After this, make titans 40x (or even 100 if you're feeling Shari'ah-ic) more costly to build.

Problem solved.

*Dusts off hands and walks away*
Unfortunately you dusted your hands and waked away with the problem unsolved.

I fully agree that increasing the build costs dramatically will help solve the cap problem, forcefully removing titans will only cause problems. Who's do we delete and who do we allow to keep theirs? Some alliances only have one whereas others have 40+ to toss around. The forced removal will dramatically shift power and players will cry foul and CCP favoritism.

CCP needs to address the real problem with caps. In small numbers, they're reasonably balanced. However with large cap blobs they're severely overpowered with no counter.

So, why are there so many caps on the field? Simple, EvE has an overabundance of minerals? Where did the massive quantities of minerals come from? They came from the rampant and unchecked botter infestation mining 23/7/365. The botting infestation that CCP is neglecting again.

If the material cost for cap production was dramatically increased, then the cap blob warfare would eventually thin out over time due to insufficient materials and/or cost. However since bots are pumping in minerals at an alarming rate, alliances can easily afford to pump out caps at equally alarming rates.

TL;DR summary - deal with the bots and dramatically increase cap ship production costs. Then the problem will sort itself out on its own over time.